33,605 Commits over 4,140 Days - 0.34cph!
Drowning water level now matches underwater camera effects
Tweaked water drop overlay when swimming
research chance is now rounded to correspond to UI % chance
Servers now make a full backup of the server data folder on startup
Servers now keep 9 backups of the server savegame in addition to the current state
Servers now double the lifetime of every additional savegame backup that's kept
Fixed console UI not refreshing when entering console commands that don't reply with anything
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smoothed the player view when switching weapons while alt-looking
Removed LookAt weight smoothing from PlayerModel to see if we can do it with just the animator curve
fixed a bug with the player's face looking like Morhpeus from the Matrix.
fixed a bug with the spear holding
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Fixed respawn not setting lastPositionValue until the next client tick is received
Server backup timespan calculation fix
Fixed google analytics spam
Fixed steam inventory schema not using the skins to generate
fixed hat.beenie short name
Server keeps 4 backups of the identity folder with increasing time intervals
merge from large deployables
CHanged the high wall wood type LODs over to the atlas texture
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Fixed lastPositionValue being uninitialized on a freshly spawned player
Fixed an issue with the wood compound wall missing collision links
Server save optimization test
Added SavePause component (pauses auto-save for the lifetime of this entity)
Added SavePause to cargo plane prefab
finally fixed the bug where the player's head would deform and look super ugly.
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Fixed uv set selection in blend layer shaders
Fixed compilation error in internal-deferredreflections
Updated vertex lighting code in BillboardLight with latest spotlight code
Fixed player teleport bug/exploit
If booting in mono, switch to stereo mode (hopefully fixes crashes of people with headphones plugged in (unity!))
Fixed StandardBlendLayer shader getting getting bad metallic/gloss values on detail layer
Fixed player skeleton gizmos
Fixed issues with Env Refl Horizon Fade
Added Env Refl Occlusion and Horizon Fade to StandardBlendLayer shaders
Balaclava model, mats, blah blah blah
Testing a rubberbanding theory
Adding a prop/barricade atlas texture and material, moved compound walls to that atlas.
Moved all our barricades to the prop atlas texture
Tweaks to the retaining walls terrain blend material
Patched ShadeVertexLights to support up to 8 lights (unity max)
Adding normal map for the previous atlas
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Reduced rain probability some more
Network++
Added batching to all compound walls and barricades from the second texture atlas
Fixed protocol mismatch messages being reversed
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit